Register - Login
Views: 99395003
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
04-24-22 11:58:33 AM
Jul - Posts by brian151
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 21/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 11-16-16 06:15:56 AM, in Monster Maker Link

WIP



So, a while ago...
before being banned from, dare I say it, VG-resource...

I finally popped my copy of Awesome Animated Monster Maker Math into a CD/DVD drive and dumped its contents.

I discovered two interesting file formats in there:
smk, ief

The former contains all the cutscenes, and is basically a color-indexed video file format. Tools exist for viewing and even exporting image sequences from them.

The latter contains ALL the other stuff, to my knowledge...
I have tried a plethora of different tactics (none of which I'm particularly good at) to find the graphics, or really, ANYTHING from this file. One of the moderators did manage to find 8bpp image data (no clue where are the palettes) , however, I never did get any reliable information WHERE those were, or the settings used to find them. I think he said he used TiledGGD. I eventually kinda just gave-up, and haven't touched the file since.

Until a new thread popped-up on vg-res, and I happened to notice it while lurking. The ief file for Awesome Animated Monster Maker: Ultra Edition has popped-up, as well as someone else wanting to rip from the game. I have contacted them via deviantart, they don't seem to have any useful information. I am still awaiting a reply how they got their copy, I'm now curious if the original game has a similar file format, or something different entirely...

The files in question (>100 MB each):
https://dl.dropboxusercontent.com/u/97312740/ULTRA.IEF
https://dl.dropboxusercontent.com/u/42282383/everything%20here%20is%20temp...contents%20deleted%20often/MMATH.IEF

I cannot discern ANYTHING useful even about the format of these files, much less their contents...

The only leads on IEF are Image Exchange Format, and I've had no luck finding sufficient (or at least, read-able) documentation on it. However, it's a TIFF variant, and I'm pretty sure these are NOT TIFF... so, that's probably a dead-end

The only thing I can make-out about any of these files are meta-data pertaining to what file was imported/exported with what program, but there's no clue to any entry's length, or start offset.

The headers of both files contain the strings "INDXmeta" and "INDEX????", at offsets
0x00 and 0x12, respectively. The bytes following these varies in each file, and I cannot determine what purpose they serve. I've tried locating an offset table for the entries, I've tried finding the length of the entries, and I've got zilch.
There's references to some probably in-house program called "PartPaint NT"
ULTRA.ief has meta-data referring to some import files as "Director files"
What's troubling about that, is the timeframe is consistent with Macromedia Director.
However, that doesn't necessarily mean anything other than they COULD have been in director movies at some point.
List of import file formats includes: .bmp , .aiff
(which can be used to string-search for the entries, but still useless without identifying their filesize, dimensions, format, and locating the color palettes)
The meta-data also sometimes mentions compression. I have absolutely no clue what kind

Is anyone here able to help?

I'd offer information about these games, but there's very little information out there. I didn't even know about Monster Maker or Monster Maker Ultra until googling for information about Monster Maker Math. There's a huge void of ANYTHING useful besides claims the game (original, I think) was programmed in C++ , and a warning that Windows Vista (possibly later editions) don't always load the palettes correctly.
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 22/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 11-16-16 06:40:54 AM, in What're you playing right now? Link

WIP



Helped watch my youngest niece earlier today.
Got to play a game after that until my parents arrived to take me home.

So, after a bit of thinking, I decided to try Arkham Asylum

I guess I like it so far, but I'd be unwise for me to try making any commitments to beat any of my brother-in-law's games right now, since I'm just not over there NEARLY enough...

I do find it a bit tedious to navigate, though...

Well, that was a good... IDK, half hour or so?
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 23/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 11-16-16 11:08:36 PM, in Monster Maker Link

WIP



Firstly, got reply from the person who uploaded the ULTRA.ief file...
Their file, too, came from a legit CD-ROM.

I decided to try contacting the moderator from vg-res that initially told me about finding 8BBP image data in the MMATH file, and I got a reply. Using the provided information, I was able to get THIS from TiledGGD:



brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 24/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 11-17-16 07:14:13 AM, in Monster Maker Link

WIP



Alright, so...
I've discovered a FEW things...

1. a given chunk/section seems to be identified with 8 characters
2. the offsets are relative to the offsets (so, if the offset is 0x0f, the data starts 0x0f bytes from the fourth byte in the offset)
3. definitely can confirm big-endian byte order in use here
4. there seems to be serialization, or some form of chaining stuff together
5. the only real indication for where something terminates is when an ID code is encountered, that, or a name. (which always seems to be a null-terminated string)

id codes:
INDXmeta = ???
INDX???? = ???
INDXvari = seems to point to another INDXvari, or a name

DATApart = monster parts?
DATAsprt = sprite?
DATApixl = bitmap data of some nature?
DATApltt = probably color palettes?
DATAcblk = ???
DATAcomp = ???
DATAfram = frame? , not really sure what it's for, though
DATAroom = room/map/area?
DATAchar = probably byte or string character array?
DATAblnd = blending mode(s) ?
DATAtint = something to do with color tinting?
DATAclst = ???
DATAsnip = ???
DATAtntR = tint red?
DATAlayo = layout?
DATAskip = ???
DATAxtra = ???

the 'DATA' ones seem to have versions that swap the first four and last four bytes
('DATApart' > 'partDATA') More research must be done about these. The bytes following these do not seem to be offsets or lengths. A significantly large portion of the results for searching for "DATA" returns these, instead of the ones starting with "DATA"

At this time, I have yet to verify what for sure ANY of these mean, so I can only guess what a given ID code LIKELY would be an abbreviation/acronym for.
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 25/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 11-22-16 06:27:21 AM, in Monster Maker Link

WIP



I used a hex editor to split the files into 10MB chunks, due to tiledGGD lagging/crashing a lot

I have skimmed ULTRA.ief for the 8bpp pixel data of graphics with the dimensions 640 x 480
my list so far is:

CANNOT FIND PALETTES AT ALL......
0xa00000 - snip size (10 MB)

[ULTRA]
32 32
from snippet test3
0x109
OUTDATED ENTRY

32 32
from snippet TEST
0x160
OUTDATED ENTRY

{snip 01}
640 480
0x30ec5

640 480
0x9be88

640 480
0x12529b

640 480
~0x17029b

640 480
~0x25da9b
~0x2a8a9b
~0x2f629b

640 480
0x34afa1

640 480
0x39e328

??? ???
~0x904b28

EOF

{snip 02}

EOF

{snip 03}

EOF

{snip 04}

??? ???
~0x41000

??? ???
~0x8c000
ANAMOLY, WHY DO THESE HAVE A TILE-LIKE ARRANGEMENT?

640 480
0x465fa
might not be perfectly aligned vertically

??? ???
~0x4b04fa
another weird spot

640 480
~0x78286d

EOF

{snip 05}

640 480
0x381a60

640 480
0x6a848a

EOF

{snip 06}

640 480
0x1563be

640 480
0x1a190a

640 480
0x1ece56

640 480
0x2383a2

640 480
0x2838ee

640 480
0x2cee3a

640 480
0x31a386

640 480
0x3658d2

640 480
0x3b0e1e

640 480
0x3fc36a

640
~0x444b6a
~0x48fb6a
~0x4dd36a
~0x52836a
~0x57336a
~0x5be36a
~0x60936a
~0x65436a
~0x6a1b6a
~0x6ecb6a
~0x737b6a
~0x782b6a
~0x7cdb6a
~0x818b6a
~0x863b6a
~0x8b136a
~0x8fc36a
~0x94736a
~0x99236a
~0x9dd36a [OVERFLOW]
LOADING SCREENS, GOT TIRED OF ALIGNGING THEM

EOF

{snip 07}

640 480
~0x28000
~0x73000
~0xbe000
~0x109000
~0x156800
~0x1a1800
~0x1ec800
~0x237800
~0x282800
~0x2cd800
~0x318800
~0x366000
~0x3b1000
~0x3fc000
~0x447000
~0x492000
~0x4dd000
~0x528000
~0x573000
~0x5c0800
~0x60b800
CONTINUE OF LOAD SCREENS...

EOF

{snip 08}

EOF

{snip 09}

640 480
~0x28000

640 480
~0x20d000

EOF

{snip 10}

EOF

{snip 11}

640 480
~0x5aa000

EOF

{snip 12}

460 480
~0x35c000

EOF

{snip 13}

640 480
~0x29e00

EOF

{snip 14}

640 480
~0x500000

??? ???
~0x546000
ANOTHER WEIRD TILING

640 480
~0x974000

??? ???
~0x9c4000
ANOTHER...

EOF

{snip 15}

640 480
~0x62c000

EOF

[MMATH]


I kinda got tired after a BOMBARDMENT of loading screens (I estimate somewhere close to 10 MB worth) , and quit precisely aligning the offsets... I did log the relative offsets so I or someone else can align these later. I have requested a tool for ripping just the raw color indexed pixel data (and later palettes) , but this tool is incompatible with win32, i guess... Hopefully it will be updated by tomorrow.

I'll deal with mmath tomorrow.
I skimmed a chunk of Mmath for 640 by 480 image data (simply to verify it exists in the first 10 MB, even. it is EXTREMELY prominent) , and for 32 by 32 images, also... those are turning no definitive results. I have already identified a few in ultra. I am concerned mmath almost certainly has compression or custom formats going on with some image data.

Everything found thus far does follow a few rules:
8 bits per pixel
dimensions are multiples of 16, observed so far are 32, 480, and 640

one final note, if anyone understands x86 assembly, I might have a use for that. getting frustrated with getting much from the .ief files, I disassembled mmath.exe a few days ago. Just got several thousand lines of x86 assembly to try and work-out (if cracking the format by trial and error proves unsuccessful)

I need to sleep now...
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 26/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 11-23-16 07:08:02 AM, in Monster Maker Link

WIP



skimmed mmath.ief for 640 x 480 pixel data, i found that the majority of this exists within the first 20 or so megabytes

CANNOT FIND PALETTES AT ALL......
0xa00000 - snip size (10 MB)

[ULTRA]
32 32
from snippet test3
0x109
OUTDATED ENTRY

32 32
from snippet TEST
0x160
OUTDATED ENTRY

{snip 01}
640 480
0x30ec5

640 480
0x9be88

640 480
0x12529b

640 480
~0x17029b

640 480
~0x25da9b
~0x2a8a9b
~0x2f629b

640 480
0x34afa1

640 480
0x39e328

??? ???
~0x904b28

EOF

{snip 02}

EOF

{snip 03}

EOF

{snip 04}

??? ???
~0x41000

??? ???
~0x8c000
ANAMOLY, WHY DO THESE HAVE A TILE-LIKE ARRANGEMENT?

640 480
0x465fa
might not be perfectly aligned vertically

??? ???
~0x4b04fa
another weird spot

640 480
~0x78286d

EOF

{snip 05}

640 480
0x381a60

640 480
0x6a848a

EOF

{snip 06}

640 480
0x1563be

640 480
0x1a190a

640 480
0x1ece56

640 480
0x2383a2

640 480
0x2838ee

640 480
0x2cee3a

640 480
0x31a386

640 480
0x3658d2

640 480
0x3b0e1e

640 480
0x3fc36a

640
~0x444b6a
~0x48fb6a
~0x4dd36a
~0x52836a
~0x57336a
~0x5be36a
~0x60936a
~0x65436a
~0x6a1b6a
~0x6ecb6a
~0x737b6a
~0x782b6a
~0x7cdb6a
~0x818b6a
~0x863b6a
~0x8b136a
~0x8fc36a
~0x94736a
~0x99236a
~0x9dd36a [OVERFLOW]
LOADING SCREENS, GOT TIRED OF ALIGNGING THEM

EOF

{snip 07}

640 480
~0x28000
~0x73000
~0xbe000
~0x109000
~0x156800
~0x1a1800
~0x1ec800
~0x237800
~0x282800
~0x2cd800
~0x318800
~0x366000
~0x3b1000
~0x3fc000
~0x447000
~0x492000
~0x4dd000
~0x528000
~0x573000
~0x5c0800
~0x60b800
CONTINUE OF LOAD SCREENS...

EOF

{snip 08}

EOF

{snip 09}

640 480
~0x28000

640 480
~0x20d000

EOF

{snip 10}

EOF

{snip 11}

640 480
~0x5aa000

EOF

{snip 12}

460 480
~0x35c000

EOF

{snip 13}

640 480
~0x29e00

EOF

{snip 14}

640 480
~0x500000

??? ???
~0x546000
ANOTHER WEIRD TILING

640 480
~0x974000

??? ???
~0x9c4000
ANOTHER...

EOF

{snip 15}

640 480
~0x62c000

EOF

{snip 16}

EOF

{snip 17}

640 480
~0x370000

640 480
~0x97e000
~0x9c4000 [OVERFLOW]

EOF

{snip 18}

EOF

{snip 19}

EOF

{snip 20}

EOF

{snip 21}

EOF

{snip 22}

EOF

{snip 23}

640 480
~0x712000
~0x758000

EOF

[MMATH]

{snip 01}

640 480
~0xd2000
~0x1b8000

640 480
~0x208000

640 480
~0x2a8000

640 480
~0x438000

640 480
~0x49c000

640 480
~0x4f6000

640 480
~0x5d2000

640 480
~0x64a000

640 480
~0x6b8000

640 480
~0x726000

640 480
~0x776000

640 480
~0x7da000

640 480
~0x848000

640 480
~0x8c0000

640 480
~0x910000

640 480
~0x956000

640 480
~0x9a6000

EOF

{snip 02}

640 480
~0x0 [STARTS AT END OF PREVIOUS]

640 480
~0x46000

640 480
~0x96000

640 480
~0xe6000

640 480
~0x136000

640 480
~0x186000

640 480
~0x276000

640 480
~0x2d0000

640 480
~0x32a000

640 480
~0x37a000

640 480
~0x3e8000

640 480
~0x44c000

640 480
~0x4b0000

EOF

{snip 03}

640 480
~0x60e000
~0x65e000
~0x6a4000

{snip 04}

EOF

{snip 05}

EOF

{snip 06}

EOF

{snip 07}

EOF

{snip 08}

EOF

{snip 09}

EOF

{snip 10}

EOF

{snip 11}

EOF

{snip 12}

EOF

{snip 13}

640 480
~0x6b8000

640 480
~0x708000

640 480
~0x74e000

640 480
~0x79e000

640 480
~0x7e4000

640 480
~0x834000

640 480
~0x884000

640 480
~0x8ca000

640 480
~0x942000

EOF

{snip 14}

EOF

{snip 15}

EOF

{snip 16}

EOF

{snip 17}

EOF

Due to time constraints, I haven't tested the program I requested after it was updated... I just barely had enough time to split mmath and skim it. I have found a few things that are definitely copied from and/or remnants of Monster Maker Ultra...

Next step will be to precision-align + identify as many of these as possible, and dump the pixel data. I also have reason to believe at least some images are not constrained to multiples of 16. In fact, many may not be.

there have been a few things that I'm pretty sure are pixel data, but I haven't the faintest idea for what (or their exact dimensions)

brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 27/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 12-07-16 08:01:33 AM, in Monster Maker Link

WIP



I have made a lot of progress on this recently...

Sill nothing overly useful, but I have managed to find some palettes that are at least compatible with the monster parts

can't find ANY data explaining what size they are, or where they are, i just have used trial-and-error
the whole way

Taking a bit of a break cuz of ludum dare 37, starting this week...gotta prepare, even though I only plan on doing graphics this time around
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 28/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 12-07-16 08:43:21 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link

WIP



Originally posted by MrQuetch
I hope this isn't too out of the blue or anything - but I'm fairly new on rustedlogic. I've been looking at this thread for the past year now and am amazed what you guys have been able to both discover and accomplish. So, why am I here you ask?

Well, lately I've been home brewing for the N64, and I've noticed that you guys have a model viewer that allows you to see the Dinosaur Planet N64 leftovers. I was wondering if someone on here - anyone for that matter, could upload those model files as a modern usable format like 3ds., obj., or some other similar format, and zip up all the possible models in a file and attach it to this thread. I'd also like to see whatever textures still exist for the DP64, unfortunately to me, it seems there are not many - correct me if I'm wrong.

So far in my home brewing experience, I've been able to draw different colored polys with alpha using the NuSystem, have got controller input working, and have as of yesterday finally drawn textures and polygons using those textures. So, although that may not sound like much right now (even though I've been learning how the system and C programming works for the past couple months), I think I know enough that we could fake a DP rom, such to the extent where we can pan the camera viewing the existing scenes from the game. About moving characters and stuff like that, I'm afraid that's going to take a long time to learn, but it'd be worth it.

Thanks. Hope to hear from you guys soon!


I think any effort to re-make/restore the game is quite welcome by the fanbase (:

I've kinda been hoping for the same /:

Sounds fun
and yeah, 3D programming is something else. I'm briefly touched rendering code a few times. (abstracted nicely by libraries/APIs so I don't have to do the really hard stuff (; ) It'd be worth it for you to learn if you're really into it. and good luck!

Honestly, I was starting to worry this thread was dead... I think it's just no one has had anything to say/add... I've also been lurking quite a while. I had nothing to say/show here, so I didn't say it. I still don't, really.
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 29/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 12-08-16 05:46:06 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link

WIP



Originally posted by MrQuetch
Something else I should have mentioned about the matrices:

Using the functions for translation, position, rotation, and scale in the N64 programming manual, we can apply the defined matrices to these, and tell them how to move in the 3D world. That's where it starts to get fun. The hard part though, is setting up a 'root' matrix, and then having other matrices hooked up to that 'root' matrix. Thus, the animation comes into play.


I understand the concept of transformation matrices, as well as how to use them, just not their implementation. I tend to rely on libraries and built-ins when I need to use matrices.

So do n64 models exclusively use matrices for animation? That's something that bothered me assuming I could even find/make a krystal model, bones? or very tiny parts bound to matrices?
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 30/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 12-08-16 06:40:27 PM, in Monster Maker Link

WIP



Something was bothering me during a previous graphics location attempt:



image data followed by unknown bytes containing the same values...
Really hope that's not what I think it is... the... special type of sprite/graphics optimization technique that reduces redundancies by breaking the image into x_sized chunks/tiles... Those really suck to try piecing together, and raw data extraction won't be much better...

That's probably all progress I'll make until Sunday or Monday...
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 31/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 12-08-16 11:46:13 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link

WIP



Originally posted by MrQuetch

From what I've learned about the N64 and it's programming, you cannot add other libraries or built-ins - you can only use what is already given. Everything is there to completely create a custom N64 game - header files, etc. It's just a matter of learning C after that, and knowing where all functions are located. Knowing the locations of said functions becomes much more efficient and quick to making a rom.

As far as the matrix implementation of the N64 is concerned, I'm afraid I have yet to learn more about how that works myself. In all honesty, I'm grateful that right now I've got models and textures working - which is a big plus! I'm actually an artist, but I've been programming in different languages for several years - so I have a good idea how the process goes. I love creating models, so to be able to see my models on the N64 is super awesome! Now, obviously, the programming is the most challenging part.

If it doesn't bother you as much, you can take a look at this page here:
https://level42.ca/projects/ultra64/Documentation/man/n64man/gsp/gSPMatrix.html

It gives a good explanation on what the matrix is (which we already know), and how it can be used for transformations.

Do you happen to C program at all? If so, maybe you could share some advice about it.


yeah...

i was an artist, first... school did a number on that, especially highschool. I mainly do 2d graphics programming and file/data parsing right now. cracks me up when people say 3d game design is easy. They'd take that back if they didn't have these engines like Unreal and Unity, i bet!

maybe later, I am borderline interested in programming n64, or at least understanding that process, so as to rev-engineer some games.

nope, i haven't touched any low-level languages all that much. I borderline understand the general concept of Assembly.... sry...
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 32/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 12-13-16 07:22:46 PM, in I make crap, too! Link

WIP



Well, LD37 turned-out pretty awful.
I did graphics for one of my friends...

The "one room" theme was just terrible, and neither of us really enjoyed it.
We lost motivation real quick, and he made the last-ditch effort to convert it to a metagame...

http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=113518

Hopefully next time will be better.
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 33/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 12-16-16 07:36:28 AM, in How was your 2016? Link

WIP



I suppose ok, but idk really...

There definitely are the worldwide/political issues bothering the absolute fucking hell out of me...

Family stress has also been eating me, and my mother constantly reminds me about how "worthless" I am to these oh, so BRILLIANT employers till I have some dumb-ass piece of paper that certifies me as an "expert". Hell, I've been told by more than a few people already doing some of the kind of stuff I want to, that most of the actual skills are totally useless because 'suits' make all the decisions in these companies to the point of 'why in the hell do they hire experts?'

My projects are being stalled both by how frustratingly little I know about binary file formats, and the fact my dad "cleaned" the desktop and somehow managed to delete nearly EVERY FUCKING THING (stupid moron...). There's also my motivation that seems to continue to decrease evermore.

Overall, I'm sick of watching/listening to all this drama and bullshit that's taken a stranglehold of nearly EVERYWHERE, be it online or IRL.

I have on multiple occasions had my words (and in some cases, thoughts) manipulated during conversations/arguments. (Two noteworthy occasions: one nearly got me arrested, both got me banned from vg-resource. I am ever more so impressed by the way it was handled, nothing short of basically being fascism and thought-policing. (and ofc, this has cut me off from a TON of useful information/people for completing projects, or maybe networking together for future relationships...) ) WONDERFUL...

tech trends are pissing me right the hell off... "security" , "consistency" , "bring back C++" , "modern" , "dropped support of everything before" , etc...

youtube and deviantart are just in a downwards spiral... I think facebook has officially lost it, right when I thought it couldn't get any more absurd, this LIVE thing shows-up and now plagues the tv advertisements... I'm not on facebook, anyways...but more ways for it to become annoying/stupid, because people will mis-use this feature like everything else.

Hell, I just feel overwhelmed.
I actually can't think of a lot of good things about this year, either...
No matter how many I list, there's at least ten times as many bad things...

good things:
I'm alive (and still healthy, to my knowledge)
Some of my projects have made some significant progress and could see completion soon
I did finally get to do some ludum dares, even though I have utterly failed at each one
I have found places I can help people that I am happy with
There have been some happy/funny things despite the shitstorm this year has been for the world

Eh, guess that's it...
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 34/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 12-18-16 04:10:43 PM, in Star Fox Adventures E3 2002 prototype (5/17/02) Link

WIP



Yep, that's a lot of work...

I could maybe do the sifting, but not any time soon...
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 35/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 12-20-16 08:59:28 AM, in How was your 2016? Link

WIP



Originally posted by Gabu

On the other burnt bridges with various family because #politics, most of the time pretty much cursing them out for being awful turds. Feel like I have to put future plans on indefinite hold because I'm that fucking uncertain if there will actually be a future.

Been using legal highs as sort of a means of escape from reality. Probably a really fucking terrible idea but... eh, been meaning to see what the fuss on these things were about before kicking it.


I am very careful how I talk with my friends and family about said topic.
I have to agree with very much wondering IF there will be a future, perhaps that's where all my motivation to do ANYTHING has gone...

I play games and have naps to escape reality, or at least try... But IRL issues manage to invade everything these days, and my mom likes to CONSTANTLY bother me when I'm doing stuff. (which is the other half of my lost motivation...I literally just start programming/playing/watching something, and my mom has some chore/errand... >.>)
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 36/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 12-21-16 08:33:15 PM, in Why MineCraft (or any game) seems to get stale... Link

WIP



alright, I honestly didn't know what to call this...

So, I just saw this post in a thread on mcforum:
http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/290024-your-first-time-playing-minecraft-ssp?comment=22

I'd say he's pretty much hit the nail right on the head, I do question some of those statements, but the general message of it all is pretty accurate.

People got used to playing the game in a very specific way, instead of just... playing it normally. Everyone builds/plans these massive bases/farms (that INDEED are like doomsday shelters). They also just copy everyone's design or stick with the same design all the time.

The whole point was to play it your way, at your pace, to create what you want, and just to have fun. Now we all worry about how many resources we need to grind to build this AMAZING castle that occupies a few chunks of land. We cut entire MOUNTAINS out of the way to do this, and then we terraform the land so it still looks pretty. We obsess over how quickly we can obtain the new blocks/items/mobs added by a new update. We try from the START to find a certain biome. Even if our build styles differ, we've adapted to playing the game by some rule book that it was never designed to have. Sure, some updates have chnaged/removed/added things in ways we didn't like, and that significantly altered how the game works from when we first started. But we also did this to ourselves, we got all tied up trying to play the game the "RIGHT" way, that we forgot how to even ENJOY it.

I'd say this applies to any game, and even entire genres... we get used to the universal routine to beat them that we don't focus on enjoying them. (and well, some devs also just make horribly grindy games... *cough* POKEMON *cough*) Even sandbox and highly mod-friendly games are falling victim, though, because everyone basically does the same thing, but in different flavors. It does get pretty stale after a while.

Any further discussion is more than welcome (:
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 37/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 12-22-16 01:06:38 AM, in Why MineCraft (or any game) seems to get stale... Link

WIP



eh, minecraft is still mostly sandbox, and there's always creative mode (;

but, yeah, totally understand
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 38/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 12-22-16 03:55:31 AM, in I make crap, too! Link

WIP



theGame.load();

http://crystalien-redux.com/unrelated/ETX/games/conceptual-crap/HTML5GAME/gameLibTests/gameLib_LOAD.html

I made some loading animations for my game library
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 39/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 12-22-16 09:40:16 PM, in Why MineCraft (or any game) seems to get stale... Link

WIP



Yeah...

The level of reward for it is debate-able, but yeah...I agree that it doesn't entirely pay well for the trouble taken to claim it. Namely with sponges, because it becomes an infinite prismarine source afterwards if you convert it.

most of the dungeons are lackluster. mods have way better ones, this is undeniable.

I mainly play it for the build, not the survival challenge, so... lol. I add mods if I want adventure.

Alright then. Multiplayer has been flawed since its inception. I'm actually glad about the combat update changing cooldowns, though... it does suck for mob combat, but I have always hated PVP 'cuz it was all about mouse-spamming (A: not a skill, B: can cause health problems with wrists) Ofc, I long before the combat update adopted a combat strategy that seldom relies on spam-clicks (especially against creepers)
brian151
Banned
The administration (as well as a few users) have decided that you're creepy/weird enough that it's time to activate the sploded clause.
Laters.


Level: NaN


Posts: 40/-249
EXP: NaN
For next: 0

Since: 08-09-16

From: USA

Since last post: 4.7 years
Last activity: 4.7 years

Posted on 12-23-16 03:05:54 AM, in Is there anything you'd like to see here? Link

WIP



perhaps a forum dedicated to messing around with game engines/frameworks/platforms rather than specific games. (This would include plugin-based systems, that the browsers are finally trying to exterminate.)

These topics do feel quite out of place in the main game hacking forum, and I might have at least a few topics of this nature besides the one I've already started. (one project is secret, though, as it'd receive a C&D the second it was known to exist)

Just a suggestion...

More jokingly, turn your little squid guy (what's his name again?) into a little interactive pet! XD



Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13
Jul - Posts by brian151


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

30 database queries, 27 query cache hits.
Query execution time:  0.092859 seconds
Script execution time:  0.034461 seconds
Total render time:  0.127320 seconds


TidyHTML vomit below
line 1 column 1 - Warning: missing <!DOCTYPE> declaration
line 119 column 11 - Warning: <form> isn't allowed in <table> elements
line 118 column 10 - Info: <table> previously mentioned
line 120 column 11 - Warning: missing <tr>
line 120 column 119 - Warning: missing </font> before </td>
line 124 column 16 - Warning: plain text isn't allowed in <tr> elements
line 120 column 11 - Info: <tr> previously mentioned
line 125 column 68 - Warning: missing </nobr> before </td>
line 141 column 68 - Warning: missing </nobr> before <tr>
line 147 column 35 - Warning: missing <tr>
line 147 column 50 - Warning: missing </font> before </td>
line 147 column 135 - Warning: missing </font> before </table>
line 149 column 35 - Warning: missing <tr>
line 149 column 96 - Warning: unescaped & or unknown entity "&page"
line 149 column 132 - Warning: unescaped & or unknown entity "&page"
line 149 column 166 - Warning: unescaped & or unknown entity "&page"
line 149 column 200 - Warning: unescaped & or unknown entity "&page"
line 149 column 234 - Warning: unescaped & or unknown entity "&page"
line 149 column 268 - Warning: unescaped & or unknown entity "&page"
line 149 column 302 - Warning: unescaped & or unknown entity "&page"
line 149 column 336 - Warning: unescaped & or unknown entity "&page"
line 149 column 370 - Warning: unescaped & or unknown entity "&page"
line 149 column 405 - Warning: unescaped & or unknown entity "&page"
line 149 column 441 - Warning: unescaped & or unknown entity "&page"
line 149 column 477 - Warning: unescaped & or unknown entity "&page"
line 149 column 50 - Warning: missing </font> before </td>
line 149 column 514 - Warning: missing </font> before </table>
line 156 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 158 column 9 - Warning: missing <tr>
line 176 column 13 - Warning: missing <tr>
line 179 column 74 - Warning: <style> isn't allowed in <td> elements
line 179 column 9 - Info: <td> previously mentioned
line 222 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 224 column 9 - Warning: missing <tr>
line 242 column 13 - Warning: missing <tr>
line 245 column 74 - Warning: <style> isn't allowed in <td> elements
line 245 column 9 - Info: <td> previously mentioned
line 260 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 262 column 9 - Warning: missing <tr>
line 280 column 13 - Warning: missing <tr>
line 283 column 74 - Warning: <style> isn't allowed in <td> elements
line 283 column 9 - Info: <td> previously mentioned
line 296 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 298 column 9 - Warning: missing <tr>
line 316 column 13 - Warning: missing <tr>
line 319 column 74 - Warning: <style> isn't allowed in <td> elements
line 319 column 9 - Info: <td> previously mentioned
line 361 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 363 column 9 - Warning: missing <tr>
line 381 column 13 - Warning: missing <tr>
line 384 column 74 - Warning: <style> isn't allowed in <td> elements
line 384 column 9 - Info: <td> previously mentioned
line 642 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 644 column 9 - Warning: missing <tr>
line 662 column 13 - Warning: missing <tr>
line 665 column 74 - Warning: <style> isn't allowed in <td> elements
line 665 column 9 - Info: <td> previously mentioned
line 1145 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1147 column 9 - Warning: missing <tr>
line 1165 column 13 - Warning: missing <tr>
line 1168 column 74 - Warning: <style> isn't allowed in <td> elements
line 1168 column 9 - Info: <td> previously mentioned
line 1182 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1184 column 9 - Warning: missing <tr>
line 1202 column 13 - Warning: missing <tr>
line 1205 column 74 - Warning: <style> isn't allowed in <td> elements
line 1205 column 9 - Info: <td> previously mentioned
line 1226 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1228 column 9 - Warning: missing <tr>
line 1246 column 13 - Warning: missing <tr>
line 1249 column 74 - Warning: <style> isn't allowed in <td> elements
line 1249 column 9 - Info: <td> previously mentioned
line 1262 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1264 column 9 - Warning: missing <tr>
line 1282 column 13 - Warning: missing <tr>
line 1285 column 74 - Warning: <style> isn't allowed in <td> elements
line 1285 column 9 - Info: <td> previously mentioned
line 1298 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1300 column 9 - Warning: missing <tr>
line 1318 column 13 - Warning: missing <tr>
line 1321 column 74 - Warning: <style> isn't allowed in <td> elements
line 1321 column 9 - Info: <td> previously mentioned
line 1345 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1347 column 9 - Warning: missing <tr>
line 1365 column 13 - Warning: missing <tr>
line 1368 column 74 - Warning: <style> isn't allowed in <td> elements
line 1368 column 9 - Info: <td> previously mentioned
line 1377 column 480 - Warning: unescaped & or unknown entity "&uid"
line 1382 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1384 column 9 - Warning: missing <tr>
line 1402 column 13 - Warning: missing <tr>
line 1405 column 74 - Warning: <style> isn't allowed in <td> elements
line 1405 column 9 - Info: <td> previously mentioned
line 1438 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1440 column 9 - Warning: missing <tr>
line 1458 column 13 - Warning: missing <tr>
line 1461 column 74 - Warning: <style> isn't allowed in <td> elements
line 1461 column 9 - Info: <td> previously mentioned
line 1469 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1471 column 9 - Warning: missing <tr>
line 1489 column 13 - Warning: missing <tr>
line 1492 column 74 - Warning: <style> isn't allowed in <td> elements
line 1492 column 9 - Info: <td> previously mentioned
line 1498 column 698 - Warning: <you> attribute "10/10" lacks value
line 1498 column 698 - Error: <you> is not recognized!
line 1498 column 698 - Warning: discarding unexpected <you>
line 1506 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1508 column 9 - Warning: missing <tr>
line 1526 column 13 - Warning: missing <tr>
line 1529 column 74 - Warning: <style> isn't allowed in <td> elements
line 1529 column 9 - Info: <td> previously mentioned
line 1548 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1550 column 9 - Warning: missing <tr>
line 1568 column 13 - Warning: missing <tr>
line 1571 column 74 - Warning: <style> isn't allowed in <td> elements
line 1571 column 9 - Info: <td> previously mentioned
line 1579 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1581 column 9 - Warning: missing <tr>
line 1599 column 13 - Warning: missing <tr>
line 1602 column 74 - Warning: <style> isn't allowed in <td> elements
line 1602 column 9 - Info: <td> previously mentioned
line 1612 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1614 column 9 - Warning: missing <tr>
line 1632 column 13 - Warning: missing <tr>
line 1635 column 74 - Warning: <style> isn't allowed in <td> elements
line 1635 column 9 - Info: <td> previously mentioned
line 1649 column 9 - Warning: <div> isn't allowed in <table> elements
line 152 column 17 - Info: <table> previously mentioned
line 1651 column 9 - Warning: missing <tr>
line 1669 column 13 - Warning: missing <tr>
line 1672 column 74 - Warning: <style> isn't allowed in <td> elements
line 1672 column 9 - Info: <td> previously mentioned
line 1677 column 584 - Warning: unescaped & or unknown entity "&D"
line 1688 column 17 - Warning: missing <tr>
line 1688 column 17 - Warning: discarding unexpected <table>
line 1691 column 35 - Warning: missing <tr>
line 1691 column 96 - Warning: unescaped & or unknown entity "&page"
line 1691 column 132 - Warning: unescaped & or unknown entity "&page"
line 1691 column 166 - Warning: unescaped & or unknown entity "&page"
line 1691 column 200 - Warning: unescaped & or unknown entity "&page"
line 1691 column 234 - Warning: unescaped & or unknown entity "&page"
line 1691 column 268 - Warning: unescaped & or unknown entity "&page"
line 1691 column 302 - Warning: unescaped & or unknown entity "&page"
line 1691 column 336 - Warning: unescaped & or unknown entity "&page"
line 1691 column 370 - Warning: unescaped & or unknown entity "&page"
line 1691 column 405 - Warning: unescaped & or unknown entity "&page"
line 1691 column 441 - Warning: unescaped & or unknown entity "&page"
line 1691 column 477 - Warning: unescaped & or unknown entity "&page"
line 1691 column 50 - Warning: missing </font> before </td>
line 1691 column 514 - Warning: missing </font> before </table>
line 1693 column 35 - Warning: missing <tr>
line 1693 column 50 - Warning: missing </font> before </td>
line 1693 column 135 - Warning: missing </font> before </table>
line 1695 column 17 - Warning: discarding unexpected </textarea>
line 1695 column 28 - Warning: discarding unexpected </form>
line 1695 column 35 - Warning: discarding unexpected </embed>
line 1695 column 43 - Warning: discarding unexpected </noembed>
line 1695 column 53 - Warning: discarding unexpected </noscript>
line 1695 column 64 - Warning: discarding unexpected </noembed>
line 1695 column 74 - Warning: discarding unexpected </embed>
line 1695 column 82 - Warning: discarding unexpected </table>
line 1695 column 90 - Warning: discarding unexpected </table>
line 1697 column 9 - Warning: missing </font> before <table>
line 1709 column 25 - Warning: discarding unexpected </font>
line 1718 column 58 - Warning: discarding unexpected </font>
line 1696 column 1 - Warning: missing </center>
line 120 column 63 - Warning: <img> lacks "alt" attribute
line 125 column 19 - Warning: <td> attribute "width" has invalid value "120px"
line 125 column 93 - Warning: <img> lacks "alt" attribute
line 141 column 19 - Warning: <td> attribute "width" has invalid value "120px"
line 141 column 98 - Warning: <img> lacks "alt" attribute
line 161 column 23 - Warning: <img> lacks "alt" attribute
line 161 column 64 - Warning: <img> lacks "alt" attribute
line 172 column 15 - Warning: <img> lacks "alt" attribute
line 227 column 23 - Warning: <img> lacks "alt" attribute
line 227 column 64 - Warning: <img> lacks "alt" attribute
line 238 column 15 - Warning: <img> lacks "alt" attribute
line 265 column 23 - Warning: <img> lacks "alt" attribute
line 265 column 64 - Warning: <img> lacks "alt" attribute
line 276 column 15 - Warning: <img> lacks "alt" attribute
line 290 column 496 - Warning: <img> lacks "alt" attribute
line 301 column 23 - Warning: <img> lacks "alt" attribute
line 301 column 64 - Warning: <img> lacks "alt" attribute
line 312 column 15 - Warning: <img> lacks "alt" attribute
line 366 column 23 - Warning: <img> lacks "alt" attribute
line 366 column 64 - Warning: <img> lacks "alt" attribute
line 377 column 15 - Warning: <img> lacks "alt" attribute
line 647 column 23 - Warning: <img> lacks "alt" attribute
line 647 column 64 - Warning: <img> lacks "alt" attribute
line 658 column 15 - Warning: <img> lacks "alt" attribute
line 1150 column 23 - Warning: <img> lacks "alt" attribute
line 1150 column 64 - Warning: <img> lacks "alt" attribute
line 1161 column 15 - Warning: <img> lacks "alt" attribute
line 1187 column 23 - Warning: <img> lacks "alt" attribute
line 1187 column 64 - Warning: <img> lacks "alt" attribute
line 1198 column 15 - Warning: <img> lacks "alt" attribute
line 1231 column 23 - Warning: <img> lacks "alt" attribute
line 1231 column 64 - Warning: <img> lacks "alt" attribute
line 1242 column 15 - Warning: <img> lacks "alt" attribute
line 1267 column 23 - Warning: <img> lacks "alt" attribute
line 1267 column 64 - Warning: <img> lacks "alt" attribute
line 1278 column 15 - Warning: <img> lacks "alt" attribute
line 1290 column 234 - Warning: <img> lacks "alt" attribute
line 1303 column 23 - Warning: <img> lacks "alt" attribute
line 1303 column 64 - Warning: <img> lacks "alt" attribute
line 1314 column 15 - Warning: <img> lacks "alt" attribute
line 1350 column 23 - Warning: <img> lacks "alt" attribute
line 1350 column 64 - Warning: <img> lacks "alt" attribute
line 1361 column 15 - Warning: <img> lacks "alt" attribute
line 1387 column 23 - Warning: <img> lacks "alt" attribute
line 1387 column 64 - Warning: <img> lacks "alt" attribute
line 1398 column 15 - Warning: <img> lacks "alt" attribute
line 1443 column 23 - Warning: <img> lacks "alt" attribute
line 1443 column 64 - Warning: <img> lacks "alt" attribute
line 1454 column 15 - Warning: <img> lacks "alt" attribute
line 1474 column 23 - Warning: <img> lacks "alt" attribute
line 1474 column 64 - Warning: <img> lacks "alt" attribute
line 1485 column 15 - Warning: <img> lacks "alt" attribute
line 1511 column 23 - Warning: <img> lacks "alt" attribute
line 1511 column 64 - Warning: <img> lacks "alt" attribute
line 1522 column 15 - Warning: <img> lacks "alt" attribute
line 1553 column 23 - Warning: <img> lacks "alt" attribute
line 1553 column 64 - Warning: <img> lacks "alt" attribute
line 1564 column 15 - Warning: <img> lacks "alt" attribute
line 1584 column 23 - Warning: <img> lacks "alt" attribute
line 1584 column 64 - Warning: <img> lacks "alt" attribute
line 1595 column 15 - Warning: <img> lacks "alt" attribute
line 1617 column 23 - Warning: <img> lacks "alt" attribute
line 1617 column 64 - Warning: <img> lacks "alt" attribute
line 1628 column 15 - Warning: <img> lacks "alt" attribute
line 1654 column 23 - Warning: <img> lacks "alt" attribute
line 1654 column 64 - Warning: <img> lacks "alt" attribute
line 1665 column 15 - Warning: <img> lacks "alt" attribute
line 1703 column 25 - Warning: <img> lacks "alt" attribute
line 1708 column 267 - Warning: <img> lacks "alt" attribute
line 147 column 135 - Warning: trimming empty <font>
line 149 column 514 - Warning: trimming empty <font>
line 1688 column 17 - Warning: trimming empty <tr>
line 1691 column 514 - Warning: trimming empty <font>
line 1693 column 135 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 243 column 27 - Warning: <nobr> is not approved by W3C
line 281 column 27 - Warning: <nobr> is not approved by W3C
line 317 column 27 - Warning: <nobr> is not approved by W3C
line 382 column 27 - Warning: <nobr> is not approved by W3C
line 663 column 27 - Warning: <nobr> is not approved by W3C
line 1166 column 27 - Warning: <nobr> is not approved by W3C
line 1203 column 27 - Warning: <nobr> is not approved by W3C
line 1247 column 27 - Warning: <nobr> is not approved by W3C
line 1283 column 27 - Warning: <nobr> is not approved by W3C
line 1319 column 27 - Warning: <nobr> is not approved by W3C
line 1366 column 27 - Warning: <nobr> is not approved by W3C
line 1403 column 27 - Warning: <nobr> is not approved by W3C
line 1459 column 27 - Warning: <nobr> is not approved by W3C
line 1490 column 27 - Warning: <nobr> is not approved by W3C
line 1527 column 27 - Warning: <nobr> is not approved by W3C
line 1569 column 27 - Warning: <nobr> is not approved by W3C
line 1600 column 27 - Warning: <nobr> is not approved by W3C
line 1633 column 27 - Warning: <nobr> is not approved by W3C
line 1670 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 238 warnings and 1 error!

The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md